wave5-physics-world-singleton-queries

wave5-physics-world-singleton-queries is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 36 tokens per session (937 once invoked), scanned A, original, MIT.

A Unity Physics tool for testing the current collision world with raycasts, shape casts, distance checks, and overlap checks. These queries ask where objects are or whether shapes intersect.

In plain words
What is it for?
Use it for line-of-sight checks, ground detection, projectile paths, and area-of-effect range detection during gameplay.
Why use it?
It provides information for spatial decisions without using collision-event buffers, while highlighting when the physics world is not yet ready to query.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for line-of-sight checks, ground detection, projectile paths, and area-of-effect range detection during gameplay.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dyCuong03/unity-agent-team --skill wave5-physics-world-singleton-queries
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-physics-world-singleton-queries.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 937 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00036 $0.00937
Opus 5.5 $0.00014 $0.00375
Sonnet 5.5 $0.00007 $0.00187
Haiku 4.5 $0.00004 $0.00094

Measured 11d ago against content hash e87cc766e551, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-physics-world-singleton-queries scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/unity-dots/wave5-physics-world-singleton-queries/SKILL.md · 108 lines

How it starts

The opening of the file, as written. The whole thing — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.

PhysicsWorldSingleton Spatial Queries

Intent

Perform runtime spatial queries (raycast, collider cast, distance, overlap) against the Unity Physics collision world using PhysicsWorldSingleton.

Use When

  • Line-of-sight checks, ground detection, projectile trajectory, AOE range detection
  • Spatial queries against current physics world state (after world build)

Avoid When

  • Queries inside FixedStepSimulationSystemGroup before PhysicsBuildWorldGroup — world not yet built
  • Per-entity collision response — use trigger/collision event buffers instead

Senior Pattern

[UpdateInGroup(typeof(SimulationSystemGroup))]
[BurstCompile]
public partial struct RaycastSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        // Complete physics jobs before reading PhysicsWorldSingleton:
        state.EntityManager.CompleteDependencyBeforeRO<PhysicsWorldSingleton>();

        var physicsWorld = SystemAPI.GetSingleton<PhysicsWorldSingleton>().PhysicsWorld;

        state.Dependency = new RaycastJob
        {
            World = physicsWorld.CollisionWorld,
            Input = new RaycastInput
            {
                Start = float3.zero,       // replace with actual origin
                End = float3.zero + math.forward() * 100f,
                Filter = new CollisionFilter
                {
                    BelongsTo = ~0u,
                    CollidesWith = 1u << 0,  // target layer only
                    GroupIndex = 0
                }
            },
            Hits = new NativeList<RaycastHit>(Allocator.TempJob)
        }.Schedule(state.Dependency);
    }
}

[BurstCompile]
public struct RaycastJob : IJob
{
    [ReadOnly] public CollisionWorld World;
    public RaycastInput Input;
    public NativeList<RaycastHit> Hits;

    public void Execute() { World.CastRay(Input, ref Hits); }
}

Available query types:

// Single closest hit:
world.CollisionWorld.CastRay(input, out RaycastHit hit)

// All hits:
world.CollisionWorld.CastRay(input, ref NativeList<RaycastHit> hits)

// Shape cast:
world.CollisionWorld.CastCollider(input, out ColliderCastHit hit)

// Nearest body to point:
world.CollisionWorld.CalculateDistance(input, out DistanceHit hit)

// Broad-phase AABB overlap:
world.CollisionWorld.OverlapAabb(input, ref NativeList<int> bodyIndices)

Read the full file on GitHub · 108 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 108 lines · 36 tokens per session scan A e87cc766e551

Subscribe to this mod's changes

wave5-physics-world-singleton-queries is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 937 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-02.

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